Published on

Using Android In-App Purchases and Payments

Authors
  • avatar
    Name
    how-to.digital
    Twitter

Using Android In-App Purchases and Payments

In this tutorial, we will explore how to implement in-app purchases and payments in an Android application. Android provides a convenient framework for integrating in-app purchases, allowing developers to monetize their apps by offering additional content or features to users.

Prerequisites

To follow along with this tutorial, you will need the following:

  • Android Studio installed on your machine
  • An Android device or emulator running Android API level 14 or higher
  • A Google Play Developer account

Step 1: Setup Google Play Developer Console

Before you can implement in-app purchases, you need to set up a Google Play Developer Console account. This allows you to create and manage in-app products, configure pricing, and publish your app.

  1. Go to the Google Play Developer Console and sign in with your Google account.
  2. Click on "Create Application" and provide the required details such as the default language and title for your app.
  3. Once your application is created, navigate to the "Monetization" section in the sidebar and select "In-app products" from the dropdown menu.
  4. Click on "Add in-app product" to create a new product. You can choose between "Managed product" (consumable) or "Subscription" (recurring) depending on your app's requirements.
  5. Fill in the required details for your product, such as the product ID, title, and price. You can also provide descriptions, images, and subscription periods if applicable.
  6. Save your product and repeat the process for any additional in-app products you want to create.

Step 2: Add the Play Billing Library to your Project

To enable in-app purchases in your Android application, you need to add the Play Billing Library to your project.

  1. Open your Android project in Android Studio.
  2. In your app-level build.gradle file, add the following dependency:
dependencies {
    implementation 'com.android.billingclient:billing:4.0.0'
}
  1. Sync your project to download the library.

Step 3: Implement In-App Purchases in your App

Now it's time to integrate the in-app purchases functionality into your Android application. We will guide you through the basic steps here, but keep in mind that the implementation will vary depending on your app's specific requirements.

  1. Create a new Java or Kotlin class named BillingManager or any name of your choice that will handle the in-app purchases.
  2. Inside the BillingManager class, initialize the BillingClient object in the constructor:
public class BillingManager {
    private BillingClient billingClient;
    
    public BillingManager(Context context) {
        billingClient = BillingClient.newBuilder(context)
                .setListener(/* implement the PurchasesUpdatedListener */)
                .build();
    }
}
  1. Implement the PurchasesUpdatedListener interface to handle purchase updates, such as successful purchases or subscription renewals:
public class BillingManager implements PurchasesUpdatedListener {
    @Override
    public void onPurchasesUpdated(BillingResult billingResult, List<Purchase> purchases) {
        // Handle purchase updates here
    }
}
  1. Add a method inside the BillingManager class to start the billing flow and initiate the purchase:
public class BillingManager {
    // ...

    public void initiatePurchase(Activity activity, String productId, SkuDetails skuDetails) {
        BillingFlowParams flowParams = BillingFlowParams.newBuilder()
                .setSkuDetails(skuDetails)
                .build();
        int responseCode = billingClient.launchBillingFlow(activity, flowParams).getResponseCode();
        // Handle the response code here
    }
}
  1. In your activity or fragment where you want to initiate the purchase, create an instance of the BillingManager class and call the initiatePurchase method with the required parameters:
BillingManager billingManager = new BillingManager(getApplicationContext());
billingManager.initiatePurchase(MainActivity.this, productId, skuDetails);

Step 4: Consumable and Non-consumable Products

In-app products can be categorized as consumable or non-consumable, depending on whether the user can repurchase the product multiple times.

  1. To handle consumable products, such as in-game currency or one-time unlocks, mark the product as "Managed product" when creating it in the Google Play Developer Console.
  2. Use the consumeAsync method in your BillingManager class to consume a purchase after it has been provisioned to the user:
public class BillingManager {
    // ...

    public void consumePurchase(String purchaseToken) {
        ConsumeParams consumeParams = ConsumeParams.newBuilder()
                .setPurchaseToken(purchaseToken)
                .build();
        billingClient.consumeAsync(consumeParams, (billingResult, purchaseToken1) -> {
            // Handle the consumed purchase
        });
    }
}
  1. To handle non-consumable products, such as ad removal or premium features, mark the product as "Managed product" and save the purchase state locally. Checking the purchase state every time the user accesses the related content will control the availability.

Congratulations! You have successfully implemented in-app purchases and payments in your Android application using the Play Billing Library.

Remember to test the integration thoroughly before releasing your app to the public. You can use test accounts and the "Test Purchases" feature available in the Google Play Developer Console to simulate purchases without real transactions.

Now you can generate revenue by offering additional content or features to your users through in-app purchases! Happy coding!